Difference between revisions of "Revolver"
XeoNovaDan (talk | contribs) (→Graphs: Disclosure of the new algorithm behind the calculations for the CSVs for DPS graphs) |
XeoNovaDan (talk | contribs) (That write-up came a lot sooner.) |
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{{info|The revolver is a light, single-shot firearm in RimWorld with a moderate damage per shot; short time between shots; moderate range and moderate accuracy.}} | {{info|The revolver is a light, single-shot firearm in RimWorld with a moderate damage per shot; short time between shots; moderate range and moderate accuracy.}} | ||
+ | The revolver can be considered as the true replacement for the pistol, being the closest in terms of damage model and ease of acquisition, and the fact that the revolver's a starting weapon rather than the [[autopistol]]. | ||
+ | |||
+ | |||
+ | As a weapon with a relatively short range, decent fire rate and overall fairly consistent damage output profile, the revolver can be viewed as a very skill-friendly weapon. A 96% accurate shooter (level 8, level 3 careful or level 13 trigger-happy) is generally going to be sufficient for reliably using the revolver at around 14-18 tiles, but a 97.5% accurate shooter (level 12, level 7 careful or level 17 trigger-happy) can be counted on to efficiently use the revolver up to its maximum range. | ||
+ | |||
+ | |||
+ | Due to its warmup being significantly shorter than its cooldown time, the revolver's DPS isn't going to be significantly affected by aiming time changes from traits. Therefore, a careful shooter is the ideal shooter to pair with a revolver. | ||
+ | |||
+ | |||
+ | Similar to its predecessor, the revolver's main strength really is how easy it is to acquire both by purchase and by raider. However, investing a little more in an automatic weapon's generally going to be more favorable for your colony. | ||
+ | |||
===Obtaining=== | ===Obtaining=== | ||
Revolvers can be purchased from outlander and orbital combat suppliers, or obtained from incapacitated [[Raider#Outlanders|outlanders]] and [[Raider#Pirates|pirates]]. Revolvers can also be crafted at a [[machining table]] once the [[Research#Gunsmithing|gunsmithing]] research is completed; from 30 [[steel]], 2 [[component]]s, and {{Ticks|15000}} of work. | Revolvers can be purchased from outlander and orbital combat suppliers, or obtained from incapacitated [[Raider#Outlanders|outlanders]] and [[Raider#Pirates|pirates]]. Revolvers can also be crafted at a [[machining table]] once the [[Research#Gunsmithing|gunsmithing]] research is completed; from 30 [[steel]], 2 [[component]]s, and {{Ticks|15000}} of work. | ||
+ | A revolver is also one of the three starting weapons in the standard crashlanded [[scenario system|scenario]], along with a [[bolt-action rifle]] and [[plasteel]] [[knife]]. | ||
===Conclusion & Comparison=== | ===Conclusion & Comparison=== | ||
− | + | Due to its early-game abundance, the revolver is quite a solid solution to early-game ranged combat. However, with this in mind, it won't be long before you'll be replacing your revolvers with [[assault rifle]]s, [[heavy SMG]]s, and the like. The revolver offers marginally superior range to the [[LMG]], but falls behind the LMG everywhere else other than being significantly quicker to fire. | |
+ | |||
+ | However, the [[great bow]] can be had for a significantly lower asking price (biome-dependent), achieves parity with the revolver at touch range, and actually pulls ahead from 7 cells onwards, along with offering superior range. The great bow's higher damage per shot also means that it's more likely to hinder limb function. | ||
==Graphs== | ==Graphs== | ||
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[[File:B18RevolverAccHappy.png|494px|Revolver's accuracy with various shooters with trigger-happy.]] | [[File:B18RevolverAccHappy.png|494px|Revolver's accuracy with various shooters with trigger-happy.]] | ||
[[File:B18RevolverDPSHappy.png|494px|Revolver's DPS with various shooters with trigger-happy.]] | [[File:B18RevolverDPSHappy.png|494px|Revolver's DPS with various shooters with trigger-happy.]] | ||
+ | |||
+ | [[Kind::Weapons| ]] | ||
+ | {{nav|weapon|wide}} | ||
+ | [[Category:Weapons]] | ||
+ | [[Category:Equipment]] |
Revision as of 23:56, 18 November 2017
Revolver
Ancient pattern double-action revolver. Somewhat weak, medium range, quick.
Base Stats
-
"Modern Weapons" is not in the list (Neolithic Weapons, Medieval Weapons, Industrial Weapons, Spacer Weapons, Ultra Weapons, Mechanoid Weapons) of allowed values for the "Class" property.
- Weapon Class
- Modern
- Mass
- 1.4 kg
Ranged Combat
The revolver is a light, single-shot firearm in RimWorld with a moderate damage per shot; short time between shots; moderate range and moderate accuracy. The revolver can be considered as the true replacement for the pistol, being the closest in terms of damage model and ease of acquisition, and the fact that the revolver's a starting weapon rather than the autopistol.
As a weapon with a relatively short range, decent fire rate and overall fairly consistent damage output profile, the revolver can be viewed as a very skill-friendly weapon. A 96% accurate shooter (level 8, level 3 careful or level 13 trigger-happy) is generally going to be sufficient for reliably using the revolver at around 14-18 tiles, but a 97.5% accurate shooter (level 12, level 7 careful or level 17 trigger-happy) can be counted on to efficiently use the revolver up to its maximum range.
Due to its warmup being significantly shorter than its cooldown time, the revolver's DPS isn't going to be significantly affected by aiming time changes from traits. Therefore, a careful shooter is the ideal shooter to pair with a revolver.
Similar to its predecessor, the revolver's main strength really is how easy it is to acquire both by purchase and by raider. However, investing a little more in an automatic weapon's generally going to be more favorable for your colony.
Obtaining
Revolvers can be purchased from outlander and orbital combat suppliers, or obtained from incapacitated outlanders and pirates. Revolvers can also be crafted at a machining table once the gunsmithing research is completed; from 30 steel, 2 components, and 15,000 ticks (4.17 mins) of work.
A revolver is also one of the three starting weapons in the standard crashlanded scenario, along with a bolt-action rifle and plasteel knife.
Conclusion & Comparison
Due to its early-game abundance, the revolver is quite a solid solution to early-game ranged combat. However, with this in mind, it won't be long before you'll be replacing your revolvers with assault rifles, heavy SMGs, and the like. The revolver offers marginally superior range to the LMG, but falls behind the LMG everywhere else other than being significantly quicker to fire.
However, the great bow can be had for a significantly lower asking price (biome-dependent), achieves parity with the revolver at touch range, and actually pulls ahead from 7 cells onwards, along with offering superior range. The great bow's higher damage per shot also means that it's more likely to hinder limb function.
Graphs
The graphs assume a normal quality revolver against an adult human that's out in the open in clear weather. For DPS, projectile speed has also been factored into the equation, with the weighting based on the base amount of attacks that it'll take to put the aforementioned target into pain shock.
Revolver's accuracy with various shooters without any trait.
Revolver's accuracy with various shooters with careful shooter.
Revolver's accuracy with various shooters with trigger-happy.